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| I just got a ROM Copier. | |
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| Tweet Topic Started: Nov 18 2008, 09:49 PM (496 Views) | |
| KiddoCabbusses | Nov 18 2008, 09:49 PM Post #1 |
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The overly enthused BS-X nerd.
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Just a bit of a Heads-up. I got a Super UFO PRO-7 34M. I will hopefully be able to help with "Real Hardware" hacks with this. |
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| Conn | Nov 18 2008, 11:54 PM Post #2 |
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We call it life
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I transcribed Mottzilla's map 1 RH patch for map 2. He hopefully will review it, but here's the patch, which might work on your UFO. You may check it out (apply it on the original rom)
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| SmashManiac | Nov 19 2008, 12:00 AM Post #3 |
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Legend
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Sounds nice! What does it allows you to do exactly? Read/write SNES cartridges? Anything else? |
![]() The BIG List of Randomizers | |
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| Garrett | Nov 19 2008, 12:37 AM Post #4 |
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Oracle
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The Super UFO has a huge number of features, including a save-state system and built-in support for X-terminator, Action Replay, and Gold Finger patch codes. Of course its most useful feature is to dump cartridges to 3.5" floppies, or load ROMs from them. |
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| KiddoCabbusses | Nov 19 2008, 03:03 AM Post #5 |
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The overly enthused BS-X nerd.
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I just tested Mottzilla's MAP 1 RH - it works when I convert it to a split "Pro Fighter" format ROM. Make of that as you will. And Map 2 RH? OMG, what timing! I'll gladly try that out! Afterwards if it's possible, I'll test the ones that I was led to believe don't work already, like the ASTs and the BS-X restoration projects and TQ/FQ. (On that note, it's gonna be a bit arg for me to spend 2 floppies on the AST Roms when they each ROM would likely fit in one floppy... hrm.) |
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| KiddoCabbusses | Nov 19 2008, 03:44 AM Post #6 |
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The overly enthused BS-X nerd.
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hmm. The RH MAP2 ROM doesn't seem to be worknig - I get a scrambled header and no bootup... I'll get back to you guys in a bit. (EDIT: I'll remove the ROMdump header with SNEStool and then change the game's header to resemble MAP1's hack header... Actually, come to think of it, I may have already did something to this ROM that Mott suggested to someone else in an earlier thread (make sure Hi/lorom is set correctly) That may have tampered with the results a bit... one sec...) (EDIT 2: Actually, no scratch that, it looks like their headers are similar...? Muh. I'll keep trying to figure this out...) (EDIT 3: Right, I guess now I'm just plain not sure what's up. Ucon64 and some other thigns seem to detect the game fine, but the ROM Copier shows a scrambled header as if it's reading the data wrong. Any suggestions?) |
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| Duke Serkol | Nov 19 2008, 03:37 PM Post #7 |
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Where'd that Princess go?
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Wow... I need to get myself one of these... |
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| KiddoCabbusses | Nov 19 2008, 11:20 PM Post #8 |
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The overly enthused BS-X nerd.
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Yes, a ROM Copier is a good option for real hardware tests. I know a few people who have EEPROM burners too, but those are usually reserved for 'Reproduction"-style carts rather than tests. BTW, I played through the MAP1 RH hack last night and reported a glitch to Mottzilla. The ending does not play right on the real hardware; "When you leave the cave after rescuing Zelda, instead of the Overworld turning back to normal with the Victory music, it remains dark and the standard overworld music plays. Creepier yet, when you go back to Zelda and the Old Man in the cave, the Final Dungeon music plays again." It's possible that this glitch could repeat itself if any of the other hacks are RH'd, so I'd suggest looking at it if possible. |
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| SmashManiac | Nov 20 2008, 03:46 AM Post #9 |
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Legend
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Thanks Garrett for the info! Oooo... BS Zelda reproduction cartridges... that would be so awesome!
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![]() The BIG List of Randomizers | |
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| Duke Serkol | Nov 20 2008, 03:56 AM Post #10 |
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Where'd that Princess go?
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Indeed it would. Especially coming with custom made labels
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| KiddoCabbusses | Nov 20 2008, 04:19 AM Post #11 |
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The overly enthused BS-X nerd.
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I'd like to get back to the idea of re-making the classic NES maps, even if that requires programming in Gleeok and Lammolas, adding in a 9th dungeon somehow and expanding the overworld to twice the vertical height. (from there we could then practically do anything...) First off though I'd like to see some of the "real hardware" fixes transplanted into the BS-X restoration project somehow. (Hey, quick suggestion - remove the save screen from the ROM entirely and then let me give it a test?) |
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| KiddoCabbusses | Nov 20 2008, 10:05 AM Post #12 |
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The overly enthused BS-X nerd.
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Just a bit of an update, I got that RH patch for Map 2 to work. Require'd fiddling around with converting to Super WildCArd format and such. Don't know why it didn't work wth FIG like the MAP1 ROM did... Either way, I'll let you know if Map 2 has that same glitch, as soon as I kill Ganon for the 500th time. (EDIT: Testing done! Sent this off to Mottzilla. "I almost forgot to mention another bug in the Map1 patch - I somehow made the 2 Blue Gohmas die spontaneously (I believe it was :28 on the clock if you want to try to duplicate it). Rather peculiar. Anyway, I played through the Map2 RH patch. None of the Map1 bugs I saw were present - The overworld goes into the "Victory" mode once I kill off Ganon and rescue Zelda like it's meant to. Also, there seem to be some notable "Polish" differences between Map 2 and Map 1 that I'm not sure anyone's documented: 1) On Map 2, when you use the Ocarina and take the whirlwind to somewhere, a transitional "whoosh" like the winds in the mountains play as the screen scrolls to where you've warped. I didn't note this on Map 1. 2) On Map 2, when you use the rock-switch tunnel warp, you get "wavy-fade-to-white" effect with some funky sound effects which fades into the area you warped in. On Map 1,the game just pauses and cuts to said area. Also, on Map 1 when you reach Ganon, the Dungeon music cuts out a few seconds after you enter. On Map 2 the Dungeon music plays until Ganon leaves the room, then "Fades" into his theme. Also on Map 2, the Final Dungeon theme plays even after Ganon dies, up until you rescue Zelda. I assume most of those differences come from the changes between the "Incomplete" Map 1 Week 3 ROM and the Map 2 ROM. Either way, it was nice to have these all tested on real hardware." |
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| Duke Serkol | Nov 20 2008, 02:56 PM Post #13 |
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Where'd that Princess go?
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Great work. But yeah, we did notice most of those changes. |
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| KiddoCabbusses | Nov 20 2008, 03:32 PM Post #14 |
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The overly enthused BS-X nerd.
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Must've slipped by my radar. Aw, well. Even if it's redundant to note their existence it's still nice to note that they work on the RH hack. The MAP2 hack seems to work OK enough as it is that I'd consider it a sort of release candidate, lol. |
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| Conn | Nov 20 2008, 04:12 PM Post #15 |
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We call it life
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Great news ![]() Can you post a working map 2 patch? I sent a code to Mottzilla how to fix the ghoma destroying and let the manhandla throw fireballs. I hope he will fix this soon. He also wants to add an ending. |
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rh_m2.ips (20.5 KB)

9:16 AM Jul 11